Yay! More beta! 
I haven’t played a lot of Orbus, so I thought I’d start a new character. This is feedback on my basic interactions with the three starting classes:
Musketeer: This was the easiest one to get the hang of. The bullets are pretty intuitive to use once you’ve read the tooltips, and the ones I selected were pretty easy to identify. The only issue was my turret thing, which seemed to say I could shake it to switch between healing and DPS mode. It was always in DPS mode for me.
Ranger: This was good too. I think I got most of it worked out. The two icons on the bow are charged shot and caltrop. That really wasn’t made clear. The arrows you pick are there by your legs and picking them up is intuitive. I didn’t see a timer for these arrows though, the charge and caltrop have timers.
One thing I noted when switching between ranger and musketeer is that the first two ammo slots are shared. It would be nice if my musket remembered my musket ammo and my bow remembered my arrows.
Warrior: This is a mystery to me. Bart asked me to be a Warrior first and told me to go hit the target and avoid hitting my own shield. That was it. I eventually noticed the horn on my chest and worked out how to blow that. No idea what that does though. I assumed it was good. There were a couple of other icons on my shield, but I have no idea what they do. I guess I’m missing something fundamental, as I found the Warrior very weak against even the target dummies. I could mange between 1 and 6 damage per hit. Sharp contrast to the Ranger, who when using a pink arrow and charging it, could do 69 (!!).
Some more info on fighting is definitely required for Warrior, and putting a “how to” for each class in the journal would be good. I’m sure some people will play for hours in one class on starting the game and then when they go to switch will have forgotten what Bart told them.
Other Stuff
Character generation is a little clunky with having to look down, select a new hair style, then look up to assess it. I’d prefer selecting hair style, then maybe just using left and right on the track pad to switch or something. Picking them with the finger really requires you to focus too far away and then look back.
I thought there was a bug with the sliding, but having read this thread, I see it was auto-run. Sweet, that’s a great addition!
I love the remote looting, so I don’t have to bend down.
The map in the Journal is great too. Will it have our location on it eventually? Pros and cons of both, in a way it’d be really nice to have to actually map read, and know where you were. Getting lost would actually be quite cool, and immersive, although I could see some folk getting irritated with it. I guess they can teleport. The map did seem truncated on the left side.
I found the main text (with continue) too close to me for comfort. I took to leaning forward to continue and then leaning back to read it. Probably my issue as the edges of my vision in VR are blurred.
The quest accepted text is also not great for me, but as it is fixed to the headset, I can’t accommodate for it. I would prefer it to either be fixed in the world, rather than to my head, or for there to some preferences, where you could choose either, and if possible, where it appears relative to your head. Also the “quest accepted” text when you get told to head to the chef is way too much text to read in the time you’re given.
I very much enjoyed my restart! The houses in the town looked like they’d been buffed, have the graphics improved? I’m off work this week, so hopefully I’ll get in loads more.
Keep up the great work 